/*
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2, or (at your option)
 * any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * http://www.gnu.org/copyleft/gpl.html
 */
package com.l2jfrozen.gameserver.network.serverpackets;

import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.model.quest.Quest;
import com.l2jfrozen.gameserver.model.quest.QuestState;

/**
 * sample for rev 377: 98 05 00 number of quests ff 00 00 00 0a 01 00 00 39 01 00 00 04 01 00 00 a2 00 00 00 format h
 * (d) h (dddh) rev 377 format h (dd) h (dddd) rev 417
 * 
 * @version $Revision: 1.4.2.2.2.2 $ $Date: 2005/02/10 16:44:28 $
 */
public class QuestList extends L2GameServerPacket
{
	private static final String _S__98_QUESTLIST = "[S] 80 QuestList";

	private Quest[] _quests;
	private L2PcInstance _activeChar;

	public QuestList()
	{

	}

	@Override
	public void runImpl()
	{
		if(getClient() != null && getClient().getActiveChar() != null)
		{
			_activeChar = getClient().getActiveChar();
			_quests = _activeChar.getAllActiveQuests();
		}
	}

	@Override
	protected final void writeImpl()
	{
		/**
		 * This text was wrote by XaKa QuestList packet structure: { 1 byte - 0x80 2 byte - Number of Quests for Quest
		 * in AvailibleQuests { 4 byte - Quest ID 4 byte - Quest Status } } NOTE: The following special constructs are
		 * true for the 4-byte Quest Status: If the most significant bit is 0, this means that no progress-step got
		 * skipped. In this case, merely passing the rank of the latest step gets the client to mark it as current and
		 * mark all previous steps as complete. If the most significant bit is 1, it means that some steps may have been
		 * skipped. In that case, each bit represents a quest step (max 30) with 0 indicating that it was skipped and 1
		 * indicating that it either got completed or is currently active (the client will automatically assume the
		 * largest step as active and all smaller ones as completed). For example, the following bit sequences will
		 * yield the same results: 1000 0000 0000 0000 0000 0011 1111 1111: Indicates some steps may be skipped but each
		 * of the first 10 steps did not get skipped and current step is the 10th. 0000 0000 0000 0000 0000 0000 0000
		 * 1010: Indicates that no steps were skipped and current is the 10th. It is speculated that the latter will be
		 * processed faster by the client, so it is preferred when no steps have been skipped. However, the sequence
		 * "1000 0000 0000 0000 0000 0010 1101 1111" indicates that the current step is the 10th but the 6th and 9th are
		 * not to be shown at all (not completed, either).
		 */
		if(_quests == null || _quests.length == 0)
		{
			writeC(0x80);
			writeH(0);
			writeH(0);
			return;
		}

		writeC(0x80);
		writeH(_quests.length);
		for(Quest q : _quests)
		{
			writeD(q.getQuestIntId());
			QuestState qs = _activeChar.getQuestState(q.getName());
			if(qs == null)
			{
				writeD(0);
				continue;
			}

			int states = qs.getInt("__compltdStateFlags");
			if(states != 0)
			{
				writeD(states);
			}
			else
			{
				writeD(qs.getInt("cond"));
			}
		}
	}

	/* (non-Javadoc)
	 * @see com.l2jfrozen.gameserver.serverpackets.ServerBasePacket#getType()
	 */
	@Override
	public String getType()
	{
		return _S__98_QUESTLIST;
	}
}
